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Re: Updated database/skills.xml file

Posted: Sun Jan 05, 2014 4:24 pm
by BlubBlab
rock5 wrote:
BlubBlab wrote:For ROGUE_ENLIVENED_BLADE I must have the client maximized or the spell glues on the cursor ...... :|
What do you mean by that?
Hard to describe in another way. Let's see basically it's mean that the spell hadn't got clicked, so that the effective area is still on the cursor and blocking looting and casts new spells.
rock5 wrote:
BlubBlab wrote:Does the bot reload the throwing knifes from inventory ?
It's an option you would have to set in your profile.

Code: Select all

		<option name="RELOAD_AMMUNITION" 	value="thrown" />		<!-- false|arrow|thrown -->
thx

Re: Updated database/skills.xml file

Posted: Sun Jan 05, 2014 8:51 pm
by rock5
BlubBlab wrote:Hard to describe in another way. Let's see basically it's mean that the spell hadn't got clicked, so that the effective area is still on the cursor and blocking looting and casts new spells.
I see, so you mean it doesn't do the 'click'. In that case, I don't know why it doesn't work while minimized. If it's like Thunderstorm and Thunderstorm works, why wouldn't that?

Re: Updated database/skills.xml file

Posted: Sun Jan 05, 2014 10:05 pm
by BlubBlab
Why? No clue but it is like you said only that the circle of the spell is bigger then Thunderstorm.

Re: Updated database/skills.xml file

Posted: Sun Jan 05, 2014 11:33 pm
by rock5
I think click to cast skills default to a range of 65. If it's bigger you might have to add aoerange.

Re: Updated database/skills.xml file

Posted: Mon Jan 20, 2014 8:56 am
by BlubBlab
Okay have new one:

Code: Select all

	<skill name="MAGE_ENERGY_INFLUX_KNIGHT"				id="493323" range=""	type="buff"			casttime="0"	cooldown="120"  target="self"		buffname="503541,503746" />
By the way most of the elite skills from rouge/mage needs throws as ammo is their a way to check for low or zero ammo?
Edit: I found it myself but I have a new problem.

Skills like metor shower or http://www.runesdatabase.com/skill/4913 ... s-of-light don't work property because after 1 sec the bot try to cast the next skill and didn't wait until this is finished.

Re: Updated database/skills.xml file

Posted: Mon Jan 20, 2014 12:43 pm
by rock5
BlubBlab wrote:Okay have new one:

Code: Select all

   <skill name="MAGE_ENERGY_INFLUX_KNIGHT"            id="493323" range=""   type="buff"         casttime="0"   cooldown="120"  target="self"      buffname="503541,503746" />
I'm not sure that's necessary. Did you actually have any problems using "MAGE_ENERGY_INFLUX"?

What you have different is the id, which doesn't matter as long as the name is the same, and the buffname. The description doesn't say what the duration for Energy Recovery is. If it's possible for Energy Influx to be active when Energy Recovery is not active or Energy Recover to be active when Energy Influx is not active, then yes it does need both ids but we could just add the Energy Recovery id to "MAGE_ENERGY_INFLUX". That shouldn't cause any problem.

Could you clarify the duration of Energy Recovery?
BlubBlab wrote:Skills like metor shower or http://www.runesdatabase.com/skill/4913 ... s-of-light don't work property because after 1 sec the bot try to cast the next skill and didn't wait until this is finished.
Seems to work for me. Are you sure the mob isn't dying after 1sec?

Re: Updated database/skills.xml file

Posted: Mon Jan 20, 2014 1:44 pm
by BlubBlab
Okay that with MAGE_ENERGY_INFLUX I must test it.

with Metor Shower I'm also not 100% sure I tested it 5 times and it never got trough but I solved for me.
I added some code and removed the global cooldown on it in the database since then it works.

Must interesting was for me ammo counting because in less than an hour you can use up 999 throwing knifes as rouge/mage and even the buff use some knifes.

For me I added needammo="true" in the skills but I think I should use actually numbers for it.

Re: Updated database/skills.xml file

Posted: Mon Jan 20, 2014 2:08 pm
by rock5
I don't think "needammo" is an option. Just set RELOAD_AMMUNITION to "thrown" in your profile. The bot knows what consumables a skill needs so it's not necessary to add anything to the skills.

Re: Updated database/skills.xml file

Posted: Mon Jan 20, 2014 3:52 pm
by BlubBlab
For that the both would need to read the description of each skill.
The main problem I have is ROGUE_MAGIC_THROW add extra cost in form of ammo for each skill even white hits, the buff ends when I'm out of ammo but the bot tries and tries to rebuff it.

Re: Updated database/skills.xml file

Posted: Mon Jan 20, 2014 10:36 pm
by rock5
Do you mean Enchanted Throw? Are you saying that Enchanted Throw adds throw ammo requirement to other skills and then those skills don't work if you don't have ammo?

That might be a hard one to fix. I might have to add special code for it. Is there a pattern as to which skills get the throw damage added or is it just all damage and dot skills?

Re: Updated database/skills.xml file

Posted: Mon Jan 20, 2014 11:22 pm
by Bill D Cat
I think it just causes White damage to consume a projectile and do the additional damage. Other skills do not get modified by this one.

Re: Updated database/skills.xml file

Posted: Tue Jan 21, 2014 3:22 am
by rock5
So the Enchanted Arrow buff can't be applied unless you have projectiles? And the bot doesn't realize that it needs projectiles? I guess it's because the bot checks for consumables and that buff requires projectiles but doesn't consume them. I think the easiest solution is to add an onPreSkillCast to bypass the skill when you have no ammo. Something like

Code: Select all

<onPreSkillCast>
    if arg1.Name == "ROGUE_ENCHANTED_ARROW" then
		local ammo = equipment.BagSlot[9]
		ammo:update();
		if ammo.ObjSubType ~= 6 or ammo.ItemCount == 0 then
			return false
		end
    end
</onPreSkillCast>

Re: Updated database/skills.xml file

Posted: Tue Jan 21, 2014 4:14 pm
by BlubBlab
Okay yeah I did solve it for me, but your solution works also fine.

I'm thinking lout here their are a few skills, which don't work properly without some extra code.
Wouldn't it better to put the code where it belong?

I'm mean it's better then let people ask again and again and myself I don't like putting extra code in my profile because :
1.It is easy forgotten.
2.My farming char's profile has about 407 lines of code I don't know if that is much but I personally don't like to pump it up any further.

My suggestion would be something like this :

Code: Select all

<skill name="ROGUE_MAGIC_THROW" 					id="491178" range="0"	type="buff"			casttime="0"	cooldown="0"	target="self"		buffname="501279" inbattle="false" needammo="true" >
<extraSkillCondition>
if arg1.Name == "ROGUE_ENCHANTED_ARROW" then
      local ammo = equipment.BagSlot[9]
      ammo:update();
      if ammo.ObjSubType ~= 6 or ammo.ItemCount == 0 then
         return false
      else
         return true
      end
    end
</extraSkillCondition>
<extraSkillCode>
--Something for e.g RUNE_PULSE
</extraSkillCode>
</skill>

Re: Updated database/skills.xml file

Posted: Wed Jan 22, 2014 3:33 am
by rock5
The idea is a good one but it might be too difficult or impossible to implement. The problem is if you add a feature to allow you to treat a skill in a custom way, it probably can't be made to handle all the special conditions all the special skills need. Some skills need some onpreskillcast code, some skills need to be modified under certain conditions, some skills need certain events to have occurred such as crits, etc. It might be possible to implement the most commonly needed features like onpresckillcast.

I don't know if the way you suggested would work. I don't think I know enough about xml files to know what is the best way to proceed. I'll have to think about it.

But to know if it is worth it it would be nice to have a list of skills that need extra care.

Another idea might be to just have a topic that lists all the extra code needed for each special case skill. As people find new ones they can be added to the list.

Re: Updated database/skills.xml file

Posted: Wed Jan 29, 2014 2:00 pm
by BlubBlab
I think I may found it with ROGUE_ENLIVENED_BLADE, it has a cast time from 0 but you can't cast it while moving.
So far I remember the bot tries to cast spells while moving when the cast time is 0.?

Re: Updated database/skills.xml file

Posted: Wed Jan 29, 2014 11:25 pm
by rock5
The bot casts instant skills while moving if COMBAT_STOP_DISTANCE is specified and it is less than COMBAT_DISTANCE.

I'm not sure what it means that it can't cast it while moving even though it is a instant cast. Maybe they decided that some instant skills shouldn't be usable while moving and there are a bunch of skills now that don't work while moving now. We'll have to keep an eye out for them. If there are a few the bot will need to take that into account.

As for your problem, you can always add an onpreskillcast check to make it stop before casting it.

Re: Updated database/skills.xml file

Posted: Thu Jan 30, 2014 12:48 am
by Bill D Cat
I've noticed that with my in-game macros. I can't move and buff with some instant cast skills as a Priest or Mage. I'll see if I can narrow it down to specific skills. I'm pretty sure Grace of Life lets be buff on the move, but I don't think Intensification does. I'll confirm these later when I'm home from work.

Re: Updated database/skills.xml file

Posted: Thu Feb 27, 2014 6:14 pm
by ZZZZZ
I have noticed with 2 skills so far, that if the skill fails to cast/mob is killed before cast finish's/stunned as it tries to cast. It will get stuck in a loop of sorts waiting for the cast to go off. If you manually cast the skill, it'll then continue as normal.

CHAMPION_RUNE_PULSE

ROGUE_DAY_OF_RAIN

Both I had to disable in profiles to stop those classes getting stuck.

Sorry if this has been reported somewhere else btw ^.^

Re: Updated database/skills.xml file

Posted: Thu Feb 27, 2014 11:06 pm
by rock5
Have you updated the bot to revision 762 yet? There was some changes that may have fixed your problem. If it hasn't, please tell me what sequence of skills you use so I can try and reproduce it.

Re: Updated database/skills.xml file

Posted: Thu Feb 27, 2014 11:55 pm
by ZZZZZ
Yes already updated.

Code: Select all

Use MACRO: ROGUE_SHADOWSTAB    =>   * Failed to cast *
Use MACRO: ROGUE_THROW         =>   * Failed to cast *
Use MACRO: ROGUE_DAY_OF_RAIN   =>                 
Is what MM looks like when it gets stuck. Simply stands there no matter if aggro etc or not. As soon as you cast the skill it'll continue.